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The Dynasties of the Fantômonde

In the Fantômonde, there are five Dynasties that represent the five ways a terne may discover the phantom world. Upon accessing the Fantômonde for the first time, a percie is wise to find which Dynasty they used to expand their world. Once a percie knows this, they are referred to as a Scion of that dynasty.

Ankhar epitomize resilience, determination, and perseverance. They are seen as dull or stubborn by many other Scions, but Ankhar don’t give up easily and at the end of a trying time it is the Ankhar most likely to be left standing.

Mahgreis see pain and sadness as the best teachers for both themselves and others. They may be dismissed as broody and unempathic, but they wish to see the world as it truly is, and believe nothing of value is accomplished without sacrifice.

Peraseer are thoughtful, intuitive, and creative. They are sometimes accused by other Scions of being flighty or chaotic, but they are simply more likely to trust their instincts than obvious answers and will take the time they need to explore new thoughts or hunches before being comfortable with a plan.

Valdrakken take to power and violence. Scions of other dynasties often see them as brutish, short-tempered, and bloodthirsty, but when fighting begins most admit you want a Scion of Valdrakken on your side.

Whinnowhin appreciate things that are done right and done well, even thigns that other Scions look down upon. A Whinnowhin may be seen as uncreative or unambitious, but they simply wish things to actually get done, rather than wasting time trying to find fancier ways to accomplish needful tasks.
Not all percies learn their Dynasty. Some think of the traditions defining them as limiting or self-fullfilling prophecies. Others claim to be empowered my multiple Dynasties, despite the seers and mancers declaring that factually this never happens. And a few just don’t get around to it, spending more time focusing on their vocation, or trying to build a veil to remove themselves from the Fantômonde and wishing to renounce all elements of it.

Author’s Note:
I don’t know if I’ll ever touch this again, but it leaped into my head nearly fully-formed, so I wrote it down. If you DO want me to explore these ideas more, obviously the best way to let me know is to join my Patreon and say so! 🙂

Hollow Worlds of the Really Wild West

Before we begin, a scheduling note. I am moving from Indiana, back to Oklahoma this week. As a result rather than do four small posts Tue-Fri, you are getting one big one now. And some bonus content. A week’s worth of blog material in one day. As a result it covers a few related topics, rather than being tightly focused. My expectation is that by next week I’ll have at least set up a laptop on a box and have an ice cooler for a chair, and can post as normal again.

Some Design Goals

One of the things I have realized about the Really Wild West is that I want it to feel like some of my favorite weird west, Victoriana, steampunk, and genre-blending stories (many of which are listed in the inspirations page, here). Stories that surprised and delighted me when Dracula and Sherlock Holmes fought, or the Nautilus rams Martian Tripods, or cowboys deal with dinosaurs, sorcerers, and aliens.

Things that… just aren’t that unusual anymore. Between the League of Extraordinary Gentlemen, Cowboys vs Aliens, and Penny Dreadful, late 1800s fiction and genre blending is not only fairly normal, a lot of things have become nearly passe. Having Doctor Jekyll run a monster-hunting secret society that conflicts with an ancient mummy just doesn’t do it for me anymore. All those elements are too common, explored, and available.

But I do want to do things LIKE that. Not have archaeologists race to find the Holy Grail in Hatay, or seek the treasure of the Knights Templar hidden by the Founding Fathers, but for the Club of Nobody’s Friends (the oldest dining club in England) to have to hide the the three parts of the Scepter of Dagobert (the oldest of the French Crown Jewels, which had been left with the religious pension fund known as Queen Anne’s Bounty) from the Serpentin Vert (“Green Serpent,” in French, a secret society of poison-themed mystics who wish to use it to take control of the Dragons of France), and thus have hidden the sections in old wine cellars in abandoned 1700s New France mansions overtaken by the swamps of Louisiana.

That gives me the blend of stuff I want.

While hopefully avoiding treating colonialism as a good thing, treating any culture or peoples as orcs to be slaughtered, or making caricatures of real-world groups.

So, I want to create NEW legends and myths, drawn from the era and feel of the things I have loved, without just retreading Dracula, the Grail, Frankenstein’s Monster, Martian Tripods, and Billy the Kid. Instead of focusing on werewolves, talk about coyotes who can take on human form for one lunar cycle if they eat a human’s heart, and are vulnerable to any weapon that has never taken a human life. Undead are gulchers and whistlers, rather than just ghouls and zombies.

Not for every encounter. It’s the Wild West, sometimes you just get jumped by outlaws.

But for setting pieces and major plots? Then we build on the new mythology to make the Really Wild West earn the “Really Wild” title. Then the outlaws are Junk Golems spontaneously created from steam train Iron Horse 4771, which blew up when its experimental Fire Elemental Engine was sabotaged to ensure the Arcane and Arkansas Railroad would lose out on a contract to Zeus Skyboats–resulting in the boom sky town of Oklahoma City (established recently in 1889) becoming wealthy–a fact the Junk Golems plan to fix by destroying it.

You know… Really Wild.

And this brings us to “The Hollow Worlds.”

In the world of the Really Wild West, it is accepted there is a Surface World — everything common and seen and (mostly) understood. There is the Esoteric World, or perhaps multiple Esoteric worlds, wherein the spirits move, ether flows, Astral Projection is possible, and Theosophy is mapping out the powers of spiritualism.

But with the discovery of Agartha, the concept of Hollow Worlds has become commonplace. These are definite, concrete places you can walk to under the right circumstances… that may or may not be part of the Surface World. Agartha is actually part of a Hollow Earth. But there are also places that seem to exist in some kind of “Hollow Space.” Buyan is only accessible by the Surface World some of the time. Frozen Lomar is from the dim and ancient past… but somehow seems to be a place people still encounter from time to time. The fact dinosaurs exist in Agartha, and the Americas, and nowhere else convince most scholars that there are Hollow Mountains that lead from those continents to Agartha, and that perhaps vast caverns also exist in which lost civilizations and alien societies may dwell.

Atlantis rose, and fell, and is gone. All the lands of the Surface World are inhabited by *someone*, save Antarctica (as far as anyone knows). It is to the various Hollow Worlds the great explorers and conquerors now loom to find a fresh frontier.

And Mars, of course. If anyone can figure out out to get there.

These are some of the most commonly accepted Hollow Worlds.

RWW Agartha

(art by Oscar)


Agartha is the Hollow Earth, and entire world within the center of the world. Long rumored to exist, it was considered by most to be little more real than Mu or Lemuria… until Professor Lidenbrock made an expedition to there and back through a volcano in Iceland, and returned with proof of his discoveries. The professor is largely retired now, but his daughter Gräuben Lidenbrock runs “Lindenbrock Excursions,” and has established three major routes to the Hollow Earth, all through Northern Europe. She is expending considerable resources to attempt to be the first to find the theorized link from the Americas to Agartha.

Agartha is filled with Asuras, Dinosaurs, Giants, Megafauna, Impossible Golden Palaces which can be seen in the distance, but never reached), and a few small enclaves of sapient species known on the surface world (descended from, at least, vikings and Chinese soldiers who found their way there in antiquity). It’s interior is also filled with particulate gravity-blocking cavorite, which can be sifted from the air at great expense to form lighter-than-air metal.

Buyan is an island or continent (reports are unclear) inhabited by angels, demons, fey, or the spirits of the departed (unclear), that can appear in any lake or ocean. It is the source of weather (which is guarded by two dragons known as the Talon and the Serpent–Gagana and Garafena), home of the legendary city of Ledenets (from where the warrior-priestesses the Zoryas endlessly forge the chain that keeps the Doomsday Hound  Simargl bound to the star Polaris so it cannot devout all the stars and destroy the world), and the place one must go to begin a quest for the Alatyr, the “burning white stone” which may or may not be the rock Jesus stood on when he preached to his Disciples.
Most information about Buyan comes from the Dove Book (Golubinaya Kniga), a book of mixed pagan and Christian lore banned by the Russian Orthodox Church. There are 20 core versions of the book, ranging from 20 to 300 pages long, and hundreds of local variants of those core 20 versions.
However, the advent of Theosophical methods of divination have determined Buyan, or something like it, is real, and it’s location and route to and from it are mutable. Many theosophicers believe Buran is Etheric, existing in an Ether through which spiritual energy and thought travel.

Frozen Lomar
The land referred to as Frozen Lomar is a pre-humanoid civilization that may date back to the Pliocene Epoch, and nearly all sign of it was lost due to later glaciers. Frozen Lomar is noted as being located “within the ice cap,” but there is no hint if that is to the north or south. It is know the Lomarah, the denizens of Frozen Lomar, accessed and studied the original Pnakotic Manuscripts, scrolls which described elder gods and horrific eldritch truths. The Lomarah added to the Manuscripts, perhaps creating several different versions. However no copy of the Pnakotic Manuscripts remain. They, and frozen Lomar, and known only because of quotes from an also-lost Greek translation (the Pnakotica) are referenced in a few other works of antiquity. While there are rumors of a Pnakotic Brotherhood that seeks and is ruled by the Manuscripts, sometimes linked to the Faustus Society, there is no verified proof they exist.
Frozen Lomar is believed to have created various outposts, also in the Pliocene, which are also lost to time. A few such have been reported by explorers to Agartha, vast caverns in Argentina and Missouri, and one mist-shrouded island in the Pacific. These all describe huge cyclopean structures, black runes that can only be read by indirect moonlight, strange aberrations, hex-shaped stone constructions, lore crystals, blind cultists, and hairless ratlike semihumanoid cannibals.  However, such encounters invariable end with the Lomarah Outpost sinking or being destroyed by lava, so reports are always second-hand.
A few expeditions claim to have stumbled from such outposts into a still-vibrant Frozen Lomar itself… though thsoe who claim so often seem too crazed to be taken as reliable.

Many esoteric book on magic and the supernatural written in the ancient period reference a city of great wisdom called Hsan. These reference suggest the city is so ubiquitously well-known that no description of its location or nature is necessary. By the Fall of Rome, no one seems to know anything about it. It is suggested to lie East of Persia and West of Qi.
The symbol of Hsan is noted to be a winged and horned lion with two tails of differing lengths. This symbol has been spotted by telescope on at least one Impossible Golden Palace in Agartha, leading some to think Hsan is in a Hollow World adjacent to Agartha, but somehow separate from it.

During the reign of Roman Emperor Philip, who ruled from AD 244 to 249, armoes and emissaries from the “Northern Roman Empire, Silbannacia” arrived in Rome and offered an alliance. They had coin, apparently magic weapons and armor, and claimed to serve “IMP MAR SILBANNACVS AVG,” under the grace of the God Mercury.
They also carried banners of the lost Roman Ninth Legion, which had dissappeared centuries earlier.
Then Emperor Philip was deposed, and the emissaries vanished.
Silbannacia shows up a few more times through history. Apparently late-Roman soldiers, in chain but with strange weapons that “fire plumbes of vapour green,” and swords and spears that produce the same green gas, they arrive in strange corners of the world. Sometimes they are peaceful allies to small groups of the lost. Other times they sack, kill, raid, and make off with some object or person. There are numerous accounts of them in the records of natives in North and South America, dating back thousands of years.
And recently, a few sightings have been reported near wildernesses in the Far West.

Very little is known of Ungol. It is mentioned almost exclusive in its absence–the banned text Von Unaussprechlichen Kulten notes the “Dust of the Letterless City is Death,” and then lists five sections of the German alphabet. Each section is in common order, but the sections themselves are shuffled and one letter is missing from each section. If you note down each missing letter in order, you get u, n, g, o, and l. Some archived copies of the Maladicta, an unholy book used by hags, dare to mention “Ungl/Ngol.” The Code of Hammurabi proscribes the same punishment for “naming or marking the Name of the Forbidden City that is not Gol” as it does casting a spell upon a man unjustly (trial by holy river).
Some undead cry out “Ungol! Ungol!” just prior to destruction.

Okay, that’s a rundown of some Hollow Worlds.

Let’s move on a bit to something we touched on in the article on fenrin… the the Paderborn Edicts, which evolved from the First Council of Paderborn.

The Paderborn Edicts
In the hsitory of the world of the Really Wild West, the Paderborn Edicts were an important set of laws established by the Council of Padernborn in 785 under Charlemagne, and were designed to codify interactions between different “Uberklug,” a term used to indicate all creatures capable of emotion, thought, speech, and self-awareness (often translated as “sapient”). In addition to dwarves, elves, humans, kasatha and ysoki (all common in the Holy Roman Empire), it included noted representatives and scholars of centaur, gnomish, nuar, and shirren groups. Leaders of 4 major religions were present, as were representatives of 12 more. At least one dragon, one inevitable, and one sphinx were present as advisors.
The Paderborn Edicts established that communication with or gaining power from “achaierai, azatas, daemons, demodands, demons, devils, efreeti, lengites, sahkil, slaad, tindalosi, yeth, and the spirits of the dead” is always wrong and can (and should) be banned, while other forms of divination and magics are not inherently evil. Further it makes a distinction between magi and wonder-workers, and “hexen,” or those who spread, use, or wish to command evil powers.
While the original Edicts were far from complete, new councils were held every 101 years to update them. Rules on being a Hex Hunter were established (for hunting down only evil and murderous spellcasters, as opposed to the much more mercenary and often wicked “witch hunters” who often scourged areas), various religions “vetted” as no better or worse than any other, more creatures added to those not to be trusted (from qlippoth in 886 to, most recently, manasaputra and oni in 1795), and so on.
Most European nations have built their laws on magic on the Paderborn Edicts. While for centuries magic has been seen as uncontrollable and unpredictable by sapients (“Magic and monsters are real — as are lighting and typhoons — but there’s no point in mortals studying or trying to control it”), where laws were seen as needful (while a man was unlikely to be able to cast a spell, a deal could be cut with a faerie, after all) they were built off the Edicts.
While many of the laws and rules were seen as metaphors in Europe and the Americas (“of course giants and dragons exist, and I suppose angels must, but none of that is common or normal, and wizards are mostly fakers or fey playing tricks”) in the past century much more of it has been taken to be literal. With the rise of Theosophy defining some natural laws behind magic (and laying out ways it can be taught like any other skill), it is expected the 1896 council will potentially rewrite the Edicts from scratch.

See You Next Week!
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Good Doggo PCs in Really Wild West (for Starfinder)

I am sometimes asked what makes the Really Wild West justify it’s claim to being “Really Wild.” My original through was just that it was a step up from merely “Wild” West. That the addition of Martian invaders, advanced science, magic, devil-run cities, psychic powers, dozens of species, alternate history, energy weapons, and legendary weapons made the setting wild enough, compared to just a Western, to justify the title.

But, maybe I was wrong. More than once, fans have indicated that as long as a certain theme and aesthetic is maintained, they want things in Really Wild West that just don’t show up in most settings.

Lots of folks have also noted that what they want is more Starfinder stuff that works in core Starfinder. That it’s fine if it’s flavored for Really Wild West,  or GammaFinder, as long as it can be used in typical science-fantasy games as well.

So, let’s look at the fenrin, a species with aesthetics and backgrounds designed specifically for Really Wild West, but definitely work in any Starfinder setting.


Fenrin are talking, telekinetic dogs.

Where humans or ysoki are found, fenrin are also there. In most ancient cultures, it was simply accepted that there were dogs, and there were talking dogs, and little thought was given as to why this was. During the First Paderborn Council held in the Holy Roman Empire n 785 AD, the question of whether all dogs were “uberklug” (or “sapients,” a distinction as to what counted as “people”), or just some, determined there was a different between “Fenrin” and other canines. This resulted in considerable scholarship of the question of fenrin, and how they did (or didn’t) relate to common dogs, dire wolves, winter wolves, and hellhounds. As a result, most accepted terminology about fenrin has come to be derived from Germanic roots.

Fenrin are an accepted and understood part of the Really Wild West world. Fenrin have been soldiers, priests, scholars, teachers, merchants, farmers, politicians, and every other role sapient creatures fill. Most have a very strong sense of community, which may focus on their own family, or may include a tight-knit social group that includes friends, colleagues, and often even neighbors the fenrin personally dislike but accept as part of their community unit.

Vital Statistics
Average Height
Graberin: 9-18 inches, 5-20 lbs.
Jager: 19-29 inches, 21-99 lbs.
Arbiter: 30-60 inches, 100-180 lbs
Age of Maturity: 2 years Maximum Age: 50 +1d100 years

RWW Good Doggo

Names: Fenrin have three classic forms of naming. Many take names common from their culture, no different from human or ysoki names. Because of the strong influence of the Paderborn Council, many take Germanic names, or add a Germanic name as a middle name.  Finally, some take names common among domestic canines, while others only do so as nicknames, and others find such names insulting. Fenrin are not a single culture, and both groups and individuals have differing opinions on this point.

Hit Points: 2 (graberin), 4 (jager), or 6 (arbeiter)
Breeds: Like the dogs they so closely resemble, fenrin come in hundreds of different breeds that are all part of the same species. In general fenrin break into three broad categories with some similar traits: graberin (Tiny, fierce, swift), jagers (Small, sturdy, steadfast), and arbeiters (Medium, strong, patient).
Ability Adjustments: Fenrin gain a +2 racial bonus to Charisma, and a -2 penalty to Wisdom. Graberin have a +2 bonus to Dexterity. jagers have a +2 bonus to Constitution. Arbeiters have a +2 bonus to Strength.
Size and Type: Fenrin are monstrous humanoids. Graberin are Tiny, jagers are Small, and arbeiters are Medium.
Doglike (Ex): A fenrin gains a +10 bonus to Disguise checks to appear to be a specific breed of dog of the same size category, and takes no penalties for being of a different creature type.
Additionally, a fenrin can make a special Charisma check (1d20 + level + Charisma) to use Diplomacy on any canine, though not all fenrin can actually speak with other canines.
Fenrin Trait: Different breeds of fenrin often have radically different physiological features that go beyond size, from double coats to particularly strong claws or teeth to spectacularly loud barks. You gain one fenrin trait, from those listed below. You can take a second fenrin trait as your 1st level character feat.
*Best Friend: Sometimes a fenrin IS your best friend. Whenever an ally takes an action that requires one or more Resolve Points, and does not have enough to pay the RP cost,, if you are within 60 feet you may donate your RP to cover the difference.
*Bite: You are always considered armed. You can deal 1d3 lethal piercing damage with unarmed strikes and the attack doesn’t count as archaic. You gain a unique weapon specialization with your natural weapons at 3rd level, allowing you to add 1.5 × your character level to your damage rolls for your natural weapons (instead of just adding your character level, as usual).
*Fierce: Your bark is actually pretty dang impressive. You can make an Intimidate check to demoralize a foe without sharing a language. You can also make Cover Fire and Harrying Fire attacks unarmed, by barking.
*Speak With Canines: You can speak to any canine in a language they instinctively understand, and you can understand communication from any canine of the animal type.
*Sprinter: You can take an additional move your speed action before or after any other action on your turn. Once you have done this, you cannot do so again until after you have expended 1 Resolve Point to regain Stamina Points following a 10-minute rest.
Keen Senses: Fenrin have a +2 racial bonus to Perception checks. Each fenrin also gains two of the following senses, selected at character creation:
*Low-light vision
*Darkvision (30 feet)
*Blindsense (scent) 30 feet and tracking (scent)
*Blindsense (vibration)(30 feet)
*Blindsight (scent) 5 feet
*Sense Through (scent)
Psychic Hands (Su): Fenrin do not have hands the way humans do. They can shove things about with their paws, or grasp items with their mouths, but treat their Strength as 2 lower when they do so. However, their innate telekinetic powers allow them to use and carry and manipulate objects as easily as a Medium creature with 2 limbs. They can use Medium equipment, and “hang” objects off their telekinetic field the same way a Medium creature would hang them on their body. They must have line of effect to any object they manipulate this way, and are limited to what could be reached by a Medium creature in their location. As a result of their psychic hands and the telekinetic field that goes with them, they can choose to have a space and reach of 5 feet (as a Medium creature), or to have the space and reach of a creature their actual size if not Medium (it’s a swift or move action to change between the two states). Functionally, they can do exactly what a Medium, 2-armed creature of the same Strength score can do (even if the fenrin is Small or Tiny).

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Organizations of the Really Wild West

It’s often useful for players and GMs in a new campaign to have some groups to bounce ideas and plots off of. These can help determine tone, theme, and easily establish roleplaying opportunities and drive new plots. We’ve mentioned some groups in the Really Wild West before, such as the Dread Templars and Science Agents, to present specific rules linked to them. But there should be other groups as well, that aren’t designed to work with specific themes or archetypes.

We can look at rules for general player interactions with such groups later, for now I just want to introduce the concepts of some different groups and their histories.


Symbol: A bald eagle, holding a slide rule and beaker, wreathed in olive branches
Motto: Laborare et studere (“To labor and study”)

The American Reserve of Engineers and Scientists began as an emergency measure during the War of the Worlds, seeking to provide civilian assistance to the militaries of the American continents on understanding and designing countermeasures to the vastly superior technology of the Martian invaders. It’s founder and current Dean is Josephine Silone Yates, a black woman and chemist who taught at and became head of the Natural Science department at Lincoln University before retiring from the position in 1889 because, having married, she was no longer allowed to teach. A strong believer in clubs and organizations, she used her combination of scientific knowledge and social management allowed her to bring together overlooked minds during the darkest days of the War.

Though Edison and Tesla were famously employed by the War Department and New York State respectively to serve as scientific consultants during the invasion, and both have made international headlines with discoveries and inventions by retro-engineering Martian technology since, Mrs. Yates and A.R.E.S. have actually had much more success understanding Martian technology and finding ways to deal with it. Since the end of the War, A.R.E.S. has turned to be a combination think-tank and investigative body. Whenever a strange phenomenon is thought to possibly be linked to Martian (or other potential extra-terrestrial) source, “fellows” of A.R.E.S. are often sent to explore, examine, report, and if needed assist.

While A.R.E.S. has no official authority, and doesn’t get the headlines the for-profit exploits of Edison and Tesla do, it has been instrumental in tracking down old Martian walkers, disarming unstable weapons, and tracking down and capturing rogue weeds and similar creatures affected by energies unleashed during the War. Most scientists and government officials think very highly of A.R.E.S.’s results, though the fact it is run by a black woman and does not discriminate based on gender, ethnicity, or sect causes many to publicly scoff, even when privately consulting with experts wearing an A.R.E.S. fellowship pin.

Faustus Society

Symbol: A fist holding a bolt of lightning

The Faustus Society formed in 1604 with a singular focus on twin jointed goals – to find, and preserve the works of John Faustus (1466 – 1541), the famed German itinerant alchemist, astrologer and magician of the German Renaissance; and, by extension, to find and preserve all knowledge.

At any cost.

Certainly, the Society does not credit claims that Doctor Faustus sold his soul to the Devil in return for the secrets of all aspects of life, death, and change. The Society often states these unfortunate rumors are solidly the work of fearful, superstitious folks over the centuries. Sadly, however, it does mean the senior-most membership in the Society, the Determining Council, must be kept secret. For their own protection from those who would harm them, out of fear and misunderstanding.

All official and legal matters of the Society are handled by Solicitor Methuselah Drake, a tall, thin, gaunt man with a severe expression who is normally only seen when someone makes claims against the Society, or a new steel-doored Society Chapterhouse is bought or has extensive work done.

And, yes, some famous members of the Society have done spectacular things with questionable ethical implications. Certainly Doctor Frankenstein was a member, though there is no proof is was one of Faustus’s lost chapbooks that sent the doctor on his quest for resurrection. And if Mr. Poole’s claim that Mr. Hyde stole a book of Faustus from the lab of Dr. Jekyl before fleeing to America is to be credited, then of course evil has been done in the name of such books.

But that’s not the fault of the knowledge itself, now is it?

And members of the Faustus Society have helped build many of the greatest libraries in the world. And while certain sections of those libraries are restricted to senior members, that’s a reasonable limitation given the cost the Society underwent to gather such things. And the Babbage-Bell grid, which the Society was crucial in developing, makes lesser works of the Society available more widely than any paper book.

Yes, the demands of the Faustus Society on its members can be strict. But there is no greater quest, than the quest for knowledge.

Especially the knowledge unlocked centuries ago by Doctor Faustus.

The Gesellschaft

Symbol: Lugh’s Knot

Formed in the 1400s, the Gesellschaft was originally a Swiss gild with membership among the multiple ranks of society, filled with councilors and syndics but also merchants, scholars, and craftsfolk. The organization was as much a specific contractual format as a society, and could only exist because Switzerland allowed mingling between royals, lords, and commonfolk without shame or loss of station, thought o be sure some level of importance was required to qualify for membership.

Members granted “status” within the Gesellshaft listed those things (goods, services, education, influence and so on) they were willing to provide with trusted, elected “grand-sautiers,” along with those things they would accept as payment.

Thus individuals of very different social statuses could bring their needs and possible forms of payment to the grand-sautiers of the Gesellschaft, who would see if an accommodation could be made. Because the society was revered, trusted, and discrete, this allowed complex trades to be made, and the weight of angering the multiple ranks of the Gesellschaft saw to it such bargains were honored.

By the late 1700s, few new contracts were signed, and the Gesellschaft larger existed to oversee generational agreements, and have an annual “Feast of Brother Klaus” every September.

Likely it would have died out entirely in time… were not one of its founding families the Frankensteins.

The story of the mad Victor Frankenstein and his Demon are well known in the 1891 of the Really Wild West. Doctor Frankenstein’s hubris lead to the death of nearly his entire family by 1818… save only for one of his younger brothers, Ernest Frankenstein.

A solider by training and temperament, the young Lord Frankenstein at first wished to deny the claims of his eldest brother’s deeds. Even in a world where dinosaurs roam the Earth, magic was increasingly accepted to be real, and elves, gnomes, and kasatha no less common than humans, the idea of using electricity and chemistry to build a life out of multiple dead bodies, and then to abandon it newborn, was more than the last Lord of Frankenstein Castle wished to credit.

But when Captain Robert J. Watson brings the last narrative of Victor Frankenstein back from a failed expedition to the North Pole in 1821, Ernest accepted that his brother was dead, and that his monstrous Demon had killed him. But, more importantly to Ernest, the Demon had also killed William Frankenstein, the youngest of the three brothers, and an innocent.

Lord Ernest Frankenstein put together an expedition to the North Pole to hunt and destroy The Demon of Ingolstadt. And in doing so, he called upon vast favors and levied hefty debts onto his family through the Gesellschaft.

Gone for a decade, Ernest Frankenstein was thought lost. His return in 1832, with proof of having found and destroyed the Demon, and having found the north pole, *and* having found a passage to the hollow world of Subterra, made him fantastically famous.

And rich.

And one of the few people in the world who might loan an apparent madman money, guns, men, and mediums for problems considered too crazy to be real even in a world with dragons, Martians, and lost inhuman civilizations on a hollow Earth. If you need an expedition to hunt down an undead dinosaur, seal a breach to the Plateau of Leng, or build a canon to fire the Shard the Eros back to the planet Venus, the Gesellschaft is your best bet. All such arrangements are made with the Frankenstein holdings serving as “guarantor.” Should one of these Fantastic Expeditions be unable to pay its debts, but make every effort to do so, the vast Frankenstein fortune makes good on the expenses through the Gesellschaft.

And so it has gone, for more than 60 years. Now in his late 80s or early 90s, Lord Ernest Frankenstein is mostly retired, and rarely leaves his family castle anymore. His daughter, Margaret “Mad Maggy” Frankenstein, oversees day-to-day operations and signs off on the most crucial and expensive Gesellschaft expeditions. Her agents, often members of the Watson or Clerval families, carry news to her and orders from her around the globe (and inside of it). Nearly every major city on Earth, and a surprising number of frontier towns, has at least a small Gesellschaft office. Aid is, of course, not guaranteed.

But often, it can be bought if you are willing to promise the right price.

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Keepsakes and Baubles in Really Wild West (for Starfinder)

The Really Wild West intentionally doesn’t have as broad a range of consumables that are easily available to PCs. Unless someone takes the Mad Genius or Wonder Worker genre feats, most consumables beyond dynamite are available only as treasure. That reduces a PC’s ability to dip into a pool of resources when the going gets rough, and that can make life more difficult than the setting intends.

That’s where keepsakes and baubles come in.

In a world where magic is real, spiritualists can read minds, and Martians literally invaded from another world, when your grandmother tells you to keep hold of the holy symbol she had the day she outran a werewolf, or you narrowly avoid death right after finding a lucky penny on the sidewalk, or you discover feeling the weight of your book of proverbs from Ubar in your coat pocket keeps your calm, you take those things seriously.

Is it magic? Positive theosophic vibrations? Divine blessing? A boost to morale? Who knows, but you are holding on to your keepsakes just in case.

RWW Keepsakes

(art by Poltavska)

A keepsake gives a character a new way to spend Resolve Points. Unless it says otherwise, a keepsake’s use is triggered by a specific event, it never requires an action, it can only be done if the keepsake is on your person, it requires you expend 1 Resolve Point, and once you use a keepsake you cannot use any keepsake again until you spend a RP to regain Stamina Points following a 10-minute rest. Many keepsakes require conditions that may not be obvious to a player. If you attempt to use a keepsake when its conditions have not been met, you do not expend the Resolve Point (or loose the bauble, see below)

A bauble is works like a keepsake (including the limitation on how often you can use keepsakes), but using it does not require a Resolve Point. However, once used, a bauble breaks.

Several keepsakes allow you to make a “boosted reroll.” This is a reroll where if the d20 result on the second roll is 1-10, you add ten to the final value. You always take the second result of a boosted reroll.

Every PC starts with one keepsake of their choice. You can pick up other keepsakes and baubles as the campaign progresses, as they are fairly common and may be treasure, payment or loot.

There also exist relics, which work like keepsakes but are much more powerful. relics are generally the focus of entire adventures, and sought by numerous powerful groups.

These are the categories of keepsakes a PC may begin with, each with a few examples (though a PC may select another form). Other types may also exist.

RWW Scarab Coin

Emblem of Knowledge: [Book of Scientific Learning, medal of an appropriate saint, Science Agent badge, compass] Gain a boosted reroll on any failed skill check to recall knowledge.

Holy Symbol: [Symbol of any religion or faith] Gain a boosted reroll on any failed saving throw against an effect with the evil descriptor, or magic effect from a creature with the evil descriptor.

Icon of Health: -[Serpent medallion, Rod of Asclepius, red crescent, bottle of tonic] Gain a boosted reroll on a failed Fortitude save.

Icon of Rationality: [Book of Aristotle, scarab, class ring, mantra] Gain a boosted reroll on a failed Will save.

Icon of Safety: -[Eye of Horus, appropriate saint’s medal, the Yellow Sign, Seal of Solomon] Gain a boosted reroll on a failed Reflex save.

Lucky Charm: [4-leaf clover, lucky penny, rabbits foot, deck of cards, dice] Gain a boosted reroll on any attack, save, or skill check when you rolled a natural 1.

Icon of Grace: [Swam medallion, jaguar medallion, blue ribbon, bone pistol grips] Gain a boosted reroll on a failed Reflex save.

Not only is Really Wild West growing again, it’s starting to get its own art! Obviously that takes money, so if you want to see more of it, you can throw a couple of dollars a month into my Patreon!

Short Fiction: “Carry a Torch Song ” (Sorcerers & Speakeasies)

(A Sorcerers & Speakeasies short story)

Felspethe moved silently from her office to the interior balcony overlooking the main room, her form concealed in the dark shadows the balcony’s drapes cast from the stage lights hanging just under it. It was a good crowd, tonight. Mostly human, as you’d expect on a Saturday night at an upscale place like the Annwyn Avalon, but with a smattering of feybloods, dworrowfolk, sidhe, and one small block of uroks. She saw with approval that Tam-Tam, the night’s floor manager, was lounging in apparent boredom between the uroks and the nearest humans. It was unlikely anyone would dare bare iron in her club, but it was better if Tam-Tam could calm tensions before they got anywhere near that far if someone had too much to drink.

Or smoke. Or snort.

Her Court was similarly alert, if lazily so. Their dull yellow beaks and dark feathers were nearly invisible in the rafters, up at her balcony’s level, though from time to time a rook or jackdaw would flutter from one beam to another, and sometimes a patron would look up. The larger crows and ravens were much quieter, content to sit in spots picked out before she opened her doors. If they took wing tonight, it would be at her command alone.

One of the largest ravens, nearly three feet from tip of razor-sharp beak to end of it’s tailfeathers, was sitting on the railing of her balcony. It had ignored her when she walked out, but turned it’s head now to regard her with one shiny black eye.

Felspethe smiles. “What catches your attention tonight, Valgrn?”

The corvid’s voice was quiet and deep, very much at odds with its appearance.

“Captain Auburn is back.”

Felspethe raised a long, delicate eyebrow, and scanned the room more carefully. To her annoyance, she couldn’t spot the brazen-headed police agent who should have stood out like a pumpkin in a potato patch.

“Where?” She kept her voice calm — no reason to ruffle the Court.

Valgrn tilted his head and leaned, jutting his beak forward. “There. Standing by the maquette.”

Felspethe’s eyes jumped back to a point they had just slid over, a small roped-off alcove which featured a terracotta statue of a lithe elven figure in clothes a century out of fashion, its face a near match for Felspethe’s own. And sure enough, there was Captain Urielle Auburn, in the smart pinstripe suit that functioned as her uniform nowadays. And, as always, her enruned rifle Killfire was neatly slung over her back, in a well-maintained but obviously military shoulder sheath. The captain’s eyes were boring a whole across the club, though Felspethe didn’t bother to see what she was looking at yet.

Flespethe’s heart fluttered a little, which was almost as annoying as not being able to spot Auburn on her own. She wanted to be annoyed about the rifle, but couldn’t generate any heat behind the feeling. The Annwyn Avalon forbade weapons, but she knew perfectly well a quarter of her patrons concealed some derringer or stiletto. And Auburn could likely flash a badge, or a note from the mayor, and insist on bringing Killfire in anyway.

But most police would have brought something more subtle. It was just so like Urielle to insist on being obvious about it. A smile crept onto the corner of Felspethe’s lips, and it took conscious effort to suppress it.

“Do we know why she’s here?”

Again, Valgrn pointed with his beak, the line of his gesture crossing the steely gaze of Captain Auburn at the location of one of her VIP tables, where a circle of patrons in suits that each cost more than her monthly payroll sat and laughed loudly. The largest of the group was Beula “Breakbone” Jotkin, an ogreblooded uruk famous for being able to punch through brick. No one in the club would want to trade blows with the big enforcer… except Auburn, of course.

But the greater threat was a small man sitting next to Breakbone, and almost certainly paying for her meal. Pleasantly plump, balding and gray-haired, Fodrick Freeburner was the unquestioned head of the Weefolk Beneficent Society… known on the streets as the Halfling Mob. He was an almost cherublike figure, with sparkling eyes and rosy cheeks, who played “Little Father Christmas” in the city’s Yule parade every year.

He was also, Felspethe knew, a merciless criminal mastermind, and a potent necromancer.

She found her mouth suddenly quite dry. If Auburn was here for Freeburner…

“What can you see in the farther branches, my knight?”

As she stroked Valgrn’s feathers, his eyes went from glossy to flat black, as he looked beyond where she could see.

His voice was barely a whisper. “Captain Auburn hunts a killer. She believes it to be Aussker Crackkettle, a minor numbers-runner for Freeburner. Freeburner has kept Crackkettle hidden. She is here to remind him she has gone to war. True war. And that if she does so again, it will not go well for him.”

“And here, tonight?” Felspethe held her breath.

“Captain Auburn will begin no war in your lands. But if Freeburner senses advantage, he may unleash Breakbone upon the captain.”

Valgrn’s eyes regained their normal gleam.

“It is unlikely Freeburner would risk it. But not impossible.”

Felspethe knew the future was too shadowy to ever be sure of anything, and Valgrn had certainly earned her trust with his predictions. But she needed to push the chance of a street war breaking out here, tonight, well into the “impossible” category. And to do that, she needed to make Freeburner wonder if she and her Court would side with him, or Urielle, should blood be spilled. But at the same time, she had to do so in such a way he didn’t perceive it as a threat. She couldn’t operate without his tacit approval.

But she also could not allow Auburn to fight alone. Not again.

“The Captain’s unit in the War, the Stormguard. What was their color song?”

Vagrn’s beak could not smile. Yet, the humor was clear on his face.

March of Cambreadth. Shall I signal the stage chief to ready for you to perform?”

Felspethe allowed the smile this time. “Indeed. One song, to honor the war hero among us. No one could blame me for that, could they?”

She glanced down again, and was startled to see Urielle looking up at her. She should be invisible here in her balcony, but their eyes locked. Urielle nodded once. And… was that a hint of a smile of her own ?”

Felspethe’s heart pounded but she kept enough composure to simply nod in return, and let her smile bloom to its full glory. Urielle’s eyes widened briefly, and then she looked away quickly.

Felspethe felt the emotions that fueled her mortal form more than food, air, or lifeblood boiling within her. Rather than fight them down, she began to let them coil, where she could access them as needed. This song, this one rare song from the owner of the Annwyn Avalon, would be enough to make anyone considering crossing her pause.

And if it didn’t? Well, Felspethe was sure Urilee Auburn and Killfire would not let her and her court fight alone.


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Survival in GammaFinder

One of the core concepts of any post-apocalypse RPG is survival. This is definitely true in GammaFinder, as the world is full of poison earth, acid rain, toxic water, deadly environmental effects, baked earth, rusted, twisted metal… it’s harsh. Just traveling beyond a settlement, even if nothing rises to the level of an encounter, is dangerous.

And, as it happens, Starfinder has a Survival skill.

But making Survival rolls daily, and making people think about where their character sleep, find water, hunt, how they avoid heatstroke, dodge poison ivy, and so on gets boring.

So GammaFinder has a Weekly Survival Check.

PA dead carscape

Weekly Survival Check

Each group makes a Survival check each week. The DC is equal to 15 + 1.5 x the average CR of hazards and monsters in the area, +1 per person in the group. (When in double, if there is a titan nearby, the GM can assume the average CR is within the Titans range. Otherwise if the area is not known to be particularly hazardous, assume an average CR of 2. Yes, 2. GammaFinder World is rough).

If multiple people make Survival checks, the highest check result is treated as the primary result, and each character in the group after the first who succeeds adds one to that highest result. The following additional factors modify the roll, as can previous rolls (see results, below).

PA Wasteland

Weekly Survival Check Modifiers
Group begins week out of food and water: -5
Group has no wilderness gear: -2
Group has at least 1 piece of survival gear for each member: bonus equal to the highest item level of such gear every character has. (For example, if 4 people have a piece of 5th level survival gear, but one person only has a 1st-level piece of gear, the bonus is +1. If six people all have a piece of 3rd level gear, the bonus is +3).

You not only need to know if the group succeeded or failed, but by how much.

PA japan Fire

Success by 5 or More: Things went very well! You slept in protected spots, avoided unpleasant allergens and minor hazards, and found plentiful and quality food and water. You do not use up any of your carried food or water resources, and everyone in your group gains a +2 bonus to the next week’s Weekly Survival Check.

Success by 4 or less: You use up resources (such as food and water) normally, but manage to avoid being run down by the constant dangers of the GammaFinder World.

Fail by 5 or less: You didn’t manage ideal conditions, but it’s livable. You might be  sleeping in a cold, cramped space under a large rock, eating grubs, drinking water that’s slimy but not poisonous, or just dealing with gnat bites, rough terrain, sunburn, weariness, and so on.
Everyone in the party takes a -1 penalty to skill checks, including next week’s survival, until you succeed at a weekly survival check or you get a good night’s sleep and food in a settlement. This is cumulative if you fail by this amount in consecutive weeks.

Fail by 6- or more: Why did you ever leave your hovel?

Everyone in the party takes a -2 penalty to skill checks, including next week’s survival, until you succeed at a weekly survival check or you get a good night’s sleep and food in a settlement. This is cumulative if you fail by this amount in consecutive weeks.

Everyone temporarily has their maximum Stamina Points reduced by 1 per character level. This lasts until the group succeeds at a Weekly Survival Check by 5 or more, or get 2 good night’s sleep and food at a settlement.

PA dead trees

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Titans of GammaFinder

GammaFinder is a Post-Apocalypse setting for the Starfinder RPG. The GammaFinder World has been rocked by the destruction of the cities of Alpha and Beta by the Omega Invasion, and the mysterious, lost city of Gamma seems to be the only force that can have stopped them.

PA weird Titan

But there are more mysteries in the World of GammaFinder than just the location of Gamma, or the origin of the forces of Omega. There is what caused the Chasm of History, and what brought an end to the Unburned World.

And then, there are the Titans.

PA Robot Titan

Titans take many forms, and no two have ever been proven to be similar. Some are huge machines, others appear to be breathing statues, writhing tentacles, glowing beasts, or vast fiends of millions of interconnected vermin. What they have in common is that they are immune to any known effect, they don’t normally move (or take any action at all), they never seem to leave or change, they have been in place since the end of the Chasm of History, and no one knows where they come from.

PA Cube Titan

Titans are uncommon, but every major settlement know where there is one within a few weeks travel at the farthest, and in some regions titans are nearly within sight of one another.  Because they are among the few unchanging things in the GammaFinder World, they are even used as landmarks on maps, and sometimes as borders between warlords. Maps of Incolnneb always include the Lighthouse Giant at its eastern edge, and the Kithen of the Syckle claim all land within hearing of the RuneSquare Titan’s audible pulsing.

PA Spotlight Titan

The Titans are believed to be indestructible and immobile. None have ever taken any major action that can be verified by survivors, though when a mountain range explodes in lava or a new continent raises from the seas, the Titans are often credited. or blames. Even during the Omega Invasion, no Titan was damaged, despite powerful energies being directed against a few near the city of Beta, and none took any action. As a result, of course, some are worshiped as gods, or appeased as demons.

PA Demon Titan

But Titans do affect their environments, in ways only the most experienced adventurers or wise sages are aware of, and which none understand.

They attract some creatures, and repel others.

Each Titan has a range of CRs it encourages to stay near it, and any outside that are pushed away. For unthinking or instinctive creatures, it’s a subtle effect. Migration may rotate around a Titan, while predators might avoid crossing into one’s territory. For sapient entities, it’s a slight mental pressure, but also stress, nightmares, and feelings of intense dread when conflicting with the Titan’s influence.

PA Spider Mech Titan

Titans’ territories vary in size from as small as a few city blocks, to as large an area as a rough hundred-mile radius. There is no correlation between the size of a Titan and the area it influences. Creatures not within a titan’s CR range take a -1 penalty to all attacks, saving throws, DC calculations, AC, and skill checks after being in it’s territory for 24 hours. This worsens to -2 after a week, -3 after a month, -4 after a season, and -5 after a year. 1-4 days after leaving the Titan’s territory, these penalties are reduced by one each day.

PA Devil Titan

Similarly, creature’s within a Titan’s CR range that have been there for 24 hours must make a DC 10 Will save to leave it of their own volition. This DC increases by 2 after a week, and again after a month, season, and year. Creatures are not aware they are being encouraged to stay and find other reasons to not leave, though a DC 20 Sense Motive check can reveal their decision-making is being influenced. Once a creature leaves a Titan’s area, it feels no special compunction to return.

PA Tentacle Titan

Most Titans have a CR range of 4 or 5 (such as, from CR 2 through CR 6, or from CR 5 through CR 11), though some are bigger and some smaller, while a few have CR ranges that vary over time. The Writhing Field in Coldpray used to have a range of just CR 5-8. But it has increased by 1 CR a year for the past 5 years, allowing higher-and-higher-level creatures to move in. Of course most locals jut feel Coldpray has been getting more dangerous over the years, but a few Wasteland Scholars fear it’s Titan is dying, and wonder what that could mean.

Titans also serve as the things that inspire solarians to contemplate the core forces of the universe, or as connection sources for mystics… though no one can say for certain if such power actually flows from the Titans, or if some people convince themselves their own powers somehow came from these unmoving colossi.

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I now depend on my Patreon for more of my income and support than I ever expected to. If you find any value in my blog posts or videos, I could use help with the Patreon. If you can spare a few bucks a month, it’s a huge help. If not, even just sharing and linking to my blogs, videos, and the Patreon itself is a huge help that just takes a moment of your time.

Thanks, everyone.

GammaFinder Index

GammaFinder is a post-apocalypse setting for the Starfinder Roleplaying Game. I have multiple articles that begin to describe and define GammaFinder, and this is the index to all of them.

PA Street Scene

The basics.

GammaFinder Rules. Simple rules for post-apocalypse gaming using Starfinder, along with just the hint of a setting *mostly to justify calling it ‘GammaFinder.’)

The Unburned World. A larger article that includes a quick description of the pre-apocalypse Unburned World, and the Chasm of History that separates it from the modern era.

Titans. Halfway between landmarks and gods, no one is sure where these motionless giants come from, or what their purpose is. But they have a real, if subtle, effect on the world around them.

Beyond the core rules, here are the things players can use.

Mega-Heroic Moments
You just get one, but when you use it, it’ll be memorable.

Alphite. You were raised in the domed city of Apha, before it was destroyed.
Brain-In-A-Jar and Murderous Toy. These stretch what themes are supposed to do to their limits, to give weirder character options.
Mutie. You are a mutant, and your mutations are evolving.

Mutamorph. Exposed to the strange energies of the World of GammaFinder, your body is morphing into… something.

Class Options
Mutant Soldier. Options for soldiers to gain mutations as class features.

Gaining Mutant Abilities. All the options for PCs to gain mutant abilities and tiered mutations, all in one post!
Advancing Mutations. In GammaFinder, sometimes YOU get weirder and weirder.
Mutations for Starting Characters. You were just born that way.
Tiered Mutations (teleportation). The rules for tiered mutations that grow in power as you focus on them, with the psychoportation tiered mutation as an example.
Danger Sense. It’s tingling! A tiered mutation.
Elasticity. Yep, it’s stretching powers. A tiered mutation.
Entangle. Slow them down, wrap them up. A tiered mutation.
ESP. Telepathy and psychic projection. A tiered mutation.
Genetic Sorcery. The power to create magic is in your DNA. A tiered mutation.
Healing Factor. A tiered mutation.
Incorporeality. A tiered mutation.
Invisibility. A tiered mutation.
Luck Manipulation. A tiered mutation.
Ranged Attack. A tiered mutation. For attacking things. At range.
Summoning. A tiered mutation.
Super-Strength. A tiered mutation. (Scroll down a bit for the mutation)
Weather Control. A tiered mutation.

Junk Magic
Two spells – junk gizmo and junk HUD.

Beyond the core rules, these are things the GM can use to help built the setting and its feel.

Hazardous Junk
The Starfinder RPG has lots of spells that use junk as an element of the casting. But what if that junk is hazardous materials?

Weird relics of the Unburned World, from before the Chasm of History. Presented conceptually in Part One, and rules for PCs trying to figure them out in Part Two.

Survival is a key theme of post-apocalypse rpgs. Starfinder has a “Survival” skill. Making skill checks to survive every day is boring, and no one wants their game to end because everyone starved to death. And tents, even high-tech tents, tend not to actually make a difference to PC’s health and happiness.
These rules fix all those issues and brings them together.

These entries are like a bestiary, but for weird mutant threats!

Hammerderm It’s a dangerous sonic shark-rhino mutant.

The spectacularly creative Clinton Boomer has done some additional material for GammaFinder, and we’re thrilled to link it here for folks who want Moar Weird!

Dhampir of the Gamma Wastes. Yep, post-apocalypse vampires.

Fist of the Gamma Star. Ready for Post-Apocalypse Martial Arts?

Footprints in the Burning Wasteland. Each blasphemous caress of your sorcery is, of course, a unique & terrible thing.

The Halidom City of Rho. It drifts along, some seven & a half miles above the scarred, broken wasteland stretched-out far beneath it, pushing effortlessly against the hellish winds of ash, glass, and the blood-thick dust of Empires.
An awesome setup for a whole campaign, or the most random of random encounters.

Omegamancy. Even after the world ends, some things are forbidden.

Reek of Corrupted Wasteland. You can smell what the Omegamancers are cooking!

I now depend on my Patreon for more of my income and support than I ever expected to. If you find any value in my blog posts or videos, I could use help with the Patreon. If you can spare a few bucks a month, it’s a huge help. If not, even just sharing and linking to my blogs, videos, and the Patreon itself is a huge help that just takes a moment of your time.

Thanks, everyone.



Themes for GammaFinder, Part 2 (Brain in a Jar, Murderous Toy)

So we introduced some quick and easy rules for GammaFinder, a post-apocalypse campaign hack for Starfinder, introduced the concept of the Unburned World and its relics (Halidom), and then gave some Halidom game rules.

PA Mist Below

Since these have proven very popular so far, I thought I’d try some more GammaFinder stuff, and see how it goes over. Since my simple rules cover things like mutation, and ancient weird tech and magic is covered by Halidoms, it seemed to me the main thing we still needed were some GammaFinder-specific themes.

So I did the Alphite theme. I really like it. It’s a classic vault dweller/domed citizen/erudite lost-lore kind of theme. It’s important to have some useful, interesting options that are easy to pick and create typical characters. Lots of players want that.

But… it’s not weird. Some of the fun of GammaFinder-style settings is that it lets you play WEIRD characters and they don’t stick out like a sore thumb. If the world has cyberdinosaurs, cryptowizards, and psychic evil plants as part of the standard setting, you can do something a bit weirder than a human alphite and just be part of the quilt of crazy.

So, let’s do some crazy themes.

Brain in a Jar (+1 Wis)
You had one really, really bad day. You suffered a serious injury. Kind of the ultimate injury. You lost your body. Everything but your brain, which is now kept alive by a life support system using tech from the Unburned World, which no one really understands or can replicate. Maybe you remember that really bad day, and are driven to seek revenge on those who did this to you. Maybe your yearning to feel the wind on your face again defines your every choice. Or  maybe you just came to, a brain in a jar, and this seems entirely normal to you.
You are unlikely to appreciate “jarhead” jokes.
In addition, you gain an ability adjustment of +1 to Wisdom at character creation.

PA Brain in a Jar

Theme Knowledge (1st)
Although you are a living thing, determining your species is tricky. Because you are just a brain in a jar. Recall knowledge checks to determine anything about your biology other than “you are a brain in a jar” take a -10 penalty.
Note that your jay has mechanical limbs, sensory inputs, mobilizers, speakers, and so on. With the exception of a sense of touch or the ability to determine the ambient temperature, you can do all the things a person with a body can do. Since these systems all interact with your brain and need the basic of biology to keep your brain alive, you are also still subject to things like starvation, suffocation, injected poisons and so on. These systems may extend out from your brain, or even form telescoping armor around you as you move, but when you are stationary or asleep, it all folds back to reveal your brain. In a jar.
Medicine checks made regarding you also take a -10 penalty. However, anything that can normally be done with Medicine can also be done for you using Engineering (at no penalty), and you can benefit from any spell or effect (including healing) that can benefit a construct.

Upgrade (6th, 12th)
Your jar develops an upgrade. You gain one of the following feats as a bonus feat: Accelerated Recovery, Ambush Awareness, Arm Extensions, Blind-Fight, Climbing Master, Diehard, Dire Straights, Disease Rejection, Echolocation Attack, Environmental Adaptation, Fleet, Ground Fighting, Hauler, Improved Initiative, Improved Unarmed Strike, Jet dash, Kip Up, Living Ladder, Lunge, Masked Visage, Memory Access, Nanite Integration, Poison Rejection, Positive Conduit, Protective Fur, Solid Stance, Startled Scream, an Swimming Master.
You do not need to meet this feat’s prerequisites. You gain an additional upgrade at 12th level.

PA Brain in a Can

System Check (18th)
You can run an internal diagnostic of your jar, and it’s various functions, to ready yourself for more problems. Up to twice a day you can take one minutes to have anyone (even yourself) make a DC 32 Engineering check to fine-tune your mechanical body extensions. On a successful check, you regain 1 Resolve Point.

Murderous Toy (+1 Dex)
You are a relic of the Unburned World, or at least of a process lost after the Charm of History, You are a heavily modified entity that was turned into a living toy, a literal plaything for the rich and immoral of the world that existed in ancient times. Your species is not changed–if human you are as human as anyone else–but every aspect of your body and appearance was modified, seamlessly, to make you appear to be something fun and innocent. But your mind? Your mind is your own.
You might have been found in your original mint packaging, and only activated once the vault of collectibles you were in was raided. Or you might have had a normal life once, or as normal as life gets in the GammaFinder World, and been transformed by a mad cybersorcerer, DigiDaemons of the Omega Invasion, or a Living Factory-God.

PA Muder Bear

Theme Knowledge (1st)
You are a small, doll-like creature.
You may look like a brand-new Theddi Ruffspin babysit bear (TM), or a worn, barely-together Bharbe Dholl (c), but you are definitely a toy at first glance. Recall knowledge checks to identify anything about you are at a -10 penalty.
The DC of Culture checks regarding toys and toy brands from the Unburnd World are reduced by 5.
You are literally Small. Nothing else about your race changes. If you are a kasatha, you are still a kasatha… but maybe with big bear ears and fuzzy hide and a cute button nose. You also gain the constructed trait, as and android. If you already have it, you instead gain one of the following alternate android traits of your choice you do not already have (without losing a trait): easily augmented, infosphere integration, multilingual, or nanite upgrade.
In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

PA Creepy Doll

Accessories (6th, 12th)
You gain additional android traits you do not already have, without losing any you do. You can select from those listed with theme knowledge, or gain  exceptional vision, flat affect, or upgrade slot.

Playtime (18th)
You may not like children… but you get a great deal out of playing with them. Up to twice a day you can take 1 minute to play with (innocently and safely) a child, or 10 minutes to meditate on a time when you did so. This cannot overlap with time spent regaining Stamina Points. You regain 1 Resolve Point.

Want More GammaFinder?!
I now depend on my Patreon for more of my income and support than I ever expected to. If you find any value in my blog posts or videos, I could use help with the Patreon. If you can spare a few bucks a month, it’s a huge help. If not, even just sharing and linking to my blogs, videos, and the Patreon itself is a huge help that just takes a moment of your time.

Thanks, everyone.